Is jumpluff a posibility?

Superwolfe

Aspiring Trainer
Member
So, I attended one of the two city championships that I will be attending yesterday, and I saw a very interesting deck. Jumpluff, with vileplume UD in it. I liked the deck, it seemed really interesting, but what im wondering is: Does it have a chance, and if I decide to run it what is essential for me to run it with?
 
It has a chance BUT dont expect it to win instantly.
I'd run it like this:
4-4-4 Jumpluff
2-2-2 Vileplume
3-3 Sunflora
2 Uxie

Lot of supporters and some Grass energy.
 
Vilepluff, what knocked me out of the top 2. I'd definitely recommend Spiritomb to keep the Trainer lock, and to help setup.
 
so no shaymin? jumpluffs HP is pitiful...also, what about a starter like sableye? could that work?
 
If you go starter, go Spiritomb.
Don't go Shaymin. The idea behind Jumpluff is that you should score a KO each turn. Since you can constantly pull 2 Jumpluff parts out of your deck (you should have at least 2 Sunflora out) you have superior recovery to pretty much any opponent you'll face.
 
hmm...Ok, so
4 spiritomb
2-2-2 Vileplume
4-4-4 Jumpluff
3-3 Sunflora?
1 unknown q
thats a whole lot of pokemon....
 
That's a pretty good line. Vileplume should always be a 2-2-2 line, and you need to max out your main attacker. Since you aren't running any Candy, Belt, SSU, or Poke Turn, you can afford a 4-4-4 line of Jumpluff. For Sunflora, 2-2 also works.
 
Ok, so
Pokemon:
4 Spirtiomb PA
4-4-4 Jumpluff
2-2 Sunflora
2-2-2 Vileplume
1 Unknown Q

total: 27

Trainers: ?

Energy: 7-9?
 
Ok I am going to hear A LOT of contriversy, but I ran this at CC:
4-3-4 Jumpluff
1-1 Sunflora
2-2 Weavile UD
1-1 Luxray
with either 1 chatot G/1 Mesprit
the goal was to be consistant, and be VERY disruptive
 
seems interesting, but im going for more of a vilepluff then a disruption. Anyone know what the trainer line should be in vilepluff?
 
BTS is for sure, staple trainers and supporters(communication,bebe's,collector,PONT) will help. This is a little iffy, but Twins can help if you are willing to give up a free prize for Spiritomb. Expert Belt, eh, another iffy.
 
I don't have spiritomb but I have 3 Candys. i'm usually set-up by T3.
 
I saw this deck as well and Im starting to build one as well. I suggest limiting the number of trainers to the bare minimum because once sunflora is out you wont need to search for pokemon. 3-4 Collector and 3 BTS. I would suggest running 2-3 Miasma Valley do get a cheap damage on the bench. 2-3 Uxie are a must and azelf would not be advised. Azelf would just take up bench space uselessly where as you could set up a jumpluff instead. 2-3 Palmers would be advised. 3-4 Judge would be good. 2-3 Rescue energy would be good too just incase ur hoppip gets KO'd early or a jumpluff in late game. just pick it up and put it right back down. Im sorry but If this isnt much help :p I tried
 
Heres a tentative list:
Pokemon:
4 Spirtiomb PA
4-4-4 Jumpluff
2-2 Sunflora
2-2-2 Vileplume
1 Unknown Q
2 Uxie

total: 29

Trainers: 23
4 Collecter
4 Bebes
3 BTS
4 copycat
2 Seeker
2 Palmers
3 PONT
2 Miasma Valley

Energy: 8
8 Grass Energy
 
@wolfe do you mean spiritomb AR?
and I would suggest replacing one or two grass energy with call energy
 
hmm...I thought with call it was either all or nothing, like either 4 or 0? because if I only run 2 the odds of me starting with it are miniscule...
 
Yeah I thought about after I posted and I thought with 4 tombs you could get a good start. Are you considering warp energy?
 
Yeah that would probably work, I would advise testing it with other decks at your local leagues... if you have any before Cities. I have one so i will build it and test it over christmas break
 
What's the point of recommending Communication and Candy if he's running a complete Trainer lock deck?

No Seeker, and less Palmer's. Seeker benefits your opponent in the aspect of you doing less damage, and three Palmer's is overkill. Add in cards like PONT and Copycat for extra draw, since four cards from Judge can't do it all.
 
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